Description

Standard build in StarCraft II: Legacy of the Void

Presented by Neuro, a Grandmaster Zerg streaming on Twitch as Neuro, formerly located at NeuroStarcraft, to the viewers in his channel under the Nightbot command '!class'.

Neuro, who goes by the handle Austin Filsinger in real-life according to his Twitter, explains the deeper reasoning for this build and the possible variations of it in this YouTube video: https://www.youtube.com/watch?v=i0TJesmJ4pM&t=549s

Build Order

Why is there no SALT encoding or Overwolf build?

  13    Overlord  
  17    Hatchery  
  18    Extractor  
  17    Spawning Pool  
  19    Overlord  
Spawning Tool Build Advisor. Get it on Overwolf

Analysis

Analysis according to Neuro:

Solid Zerg Opening Build

17h18g17p in ZvX

There exists much discussion around whether it is wise to follow builds when learning the ways of RTS. What makes a build order useful? Why do some builds become standard in the StarCraft meta? Understanding why a build is ordered the way it is improves your ability to make it a flexible procedure which adjusts to the opponent. This guide covers the most standard and solid economical Zerg build order in LotV, and how to apply it in all matchups.

Minimum Saturation

Mineral lines at bases in StarCraft 2 are comprised of 8 patches. Sending 2 workers to mine from each patch is the most efficient way to gain full value from a defended base without losing efficiency of workers waiting to mine (this happens at >16 workers). The primary reason the Hatchery, Gas, and Pool are taken at around 17-18 supply is that it follows the threshold of reaching minimum saturation. This principle applies to saturation of future bases as well--generally you want to saturate a base for minerals, then take gases/tech.

The Build, One Piece At A Time

13 Overlord

Q: Why 13 overlord and not 14? A: 14 overlord with a single extractor trick for a 15th drone is roughly equivalent, but more mechanically intensive. 13 overlord keeps the opening clean and simple.

Q: Why not hatch before overlord? A: Larva efficiency! Hatcheries produce larva at a steady rate up to 3 larva, then stop producing larva until there are less than 3. Taking a Hatch before Overlord causes Zerg to lose some of this larva income.

17 Hatchery

Q: Why not 16 hatchery, or 18? A: 16 hatchery is a useful adjustment in situations where you think the opponent might send a worker to delay your expansion (ZvP on close rush maps especially), but 17h is taken as your main has minimum saturation in the main 16/16. The 17th drone takes an expansion.

Q: Why not pool first? A: Pool first is a viable way to open, sacrificing some economy of the Hatch first for a bit of extra safety vs the earliest cheeses. Virtually every early cheese can be defended with Hatch first, but the defensive procedures will be more mechanically difficult. 13ov17p18h18g would be a reasonable way to open.

18 Extractor

Q: Why not 17 extractor? A: Taking the extractor at 18 allows you to spend your larva immediately and rally an egg to the extractor. This prevents you from having to interrupt a happily mining worker.

Q: Why not gasless? A: After 16 workers on minerals your drones will lose mining efficiency. By taking a gas, they can continue to mine a different resource at maximum efficiency. Starting gas income early also means you can make progress on tech (Zergling Speed) to defend aggression, scout, and fight for map control.

17 Pool

Q: Why not take the pool later to make more drones? A: 17 Pool follows the principle of building after a base of mineral saturation, but also functions as progress along the Zerg tech tree to unlock the first fighting units: Queens, Zerglings, Spine Crawlers, Spores. Taking the pool later than 17 supply leaves you highly vulnerable to the earliest cheeses.

19 Overlord

Q: Why not 20 Overlord, or wait until the Hatch finishes? A: 19 Overlord allows Zerg to make a Queen in the main and lings or drones with the larva before the expansion completes and provides supply. This makes you safer against cheese, and more consistent in production.

Q: Why not take a Hatchery at 20 supply? A: Hatchery instead of overlord is a legitimate choice if you know you are safe to take another expansion. Drone scouting at the same time you take your expansion to check whether the opponent is expanding is a way to obtain this information before your first Overlord gets to their side of the map.

What to do with the gas?

Order of gas expenditure is an area with great potential for variation, but spending the gas quickly and with purpose is of great importance. Gas is a resource more precious than minerals, and should be used to advance your technology and enhance your army composition. Floating gas is only good if you have a plan to build a round of gas-intensive units (Infestors, Vipers, Ultralisks, Lurkers, etc.)

  1. Zergling Speed
  2. Baneling Nest or Roach Warren
  3. Lair
  4. Evolution Chamber Upgrade(s)
  5. Overlord Speed
  6. Burrow
  7. Roach Speed or Baneling Speed
  8. Hydralisk Den or Spire or Infestation Pit
  9. Upgrades
  10. Hive
  11. Ultralisk Cavern or Greater Spire
  12. Vipers
  13. Nydus

Source: https://docs.google.com/document/d/16XTwz9Tjv4ZjoDqcb9UYHlsou0ekEzJK3QOU5YvccHo/edit?pageId=101719513793026894182, last retrieved on Thursday, 17th of August 2017 at 11:46 AM GMT

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Details

  • Created by: goldsteal   
  • Published on: Aug 17, 2017
  • Modified on: Aug 17, 2017
  • Patch: 3.8.0
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